using System; using UnityEngine; using UnityEditor; //adam-begin: Name public class AdamStandardShaderGUI : ShaderGUI //adam-end: { private enum WorkflowMode { Specular, Metallic, Dielectric } public enum BlendMode { Opaque, Cutout, Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply } public enum SmoothnessMapChannel { SpecularMetallicAlpha, AlbedoAlpha, } private static class Styles { public static GUIStyle optionsButton = "PaneOptions"; public static GUIContent uvSetLabel = new GUIContent("UV Set"); public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; public static string emptyTootip = ""; public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value"); public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); //public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); //public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); public static string whiteSpaceString = " "; public static string primaryMapsText = "Main Maps"; public static string secondaryMapsText = "Secondary Maps"; public static string renderingMode = "Rendering Mode"; public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect."); public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode)); } MaterialProperty blendMode = null; MaterialProperty albedoMap = null; MaterialProperty albedoColor = null; MaterialProperty alphaCutoff = null; MaterialProperty specularMap = null; MaterialProperty specularColor = null; MaterialProperty metallicMap = null; MaterialProperty metallic = null; MaterialProperty smoothness = null; MaterialProperty smoothnessScale = null; MaterialProperty smoothnessMapChannel = null; //MaterialProperty highlights = null; //MaterialProperty reflections = null; MaterialProperty bumpScale = null; MaterialProperty bumpMap = null; MaterialProperty occlusionStrength = null; //adam-begin: MaterialProperty vertexOcclusionPower = null; //adam-end: MaterialProperty occlusionMap = null; MaterialProperty heigtMapScale = null; MaterialProperty heightMap = null; MaterialProperty emissionColorForRendering = null; MaterialProperty emissionMap = null; MaterialProperty detailMask = null; MaterialProperty detailAlbedoMap = null; MaterialProperty detailNormalMapScale = null; MaterialProperty detailNormalMap = null; MaterialProperty uvSetSecondary = null; MaterialEditor m_MaterialEditor; WorkflowMode m_WorkflowMode = WorkflowMode.Specular; ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f); bool m_FirstTimeApply = true; public void FindProperties (MaterialProperty[] props) { blendMode = FindProperty ("_Mode", props); albedoMap = FindProperty ("_MainTex", props); albedoColor = FindProperty ("_Color", props); alphaCutoff = FindProperty ("_Cutoff", props); specularMap = FindProperty ("_SpecGlossMap", props, false); specularColor = FindProperty ("_SpecColor", props, false); metallicMap = FindProperty ("_MetallicGlossMap", props, false); metallic = FindProperty ("_Metallic", props, false); if (specularMap != null && specularColor != null) m_WorkflowMode = WorkflowMode.Specular; else if (metallicMap != null && metallic != null) m_WorkflowMode = WorkflowMode.Metallic; else m_WorkflowMode = WorkflowMode.Dielectric; smoothness = FindProperty ("_Glossiness", props); smoothnessScale = FindProperty ("_GlossMapScale", props, false); smoothnessMapChannel = FindProperty ("_SmoothnessTextureChannel", props, false); //highlights = FindProperty ("_SpecularHighlights", props, false); //reflections = FindProperty ("_GlossyReflections", props, false); bumpScale = FindProperty ("_BumpScale", props); bumpMap = FindProperty ("_BumpMap", props); heigtMapScale = FindProperty ("_Parallax", props); heightMap = FindProperty("_ParallaxMap", props); occlusionStrength = FindProperty ("_OcclusionStrength", props); //adam-begin: vertexOcclusionPower = FindProperty("_VertexOcclusionPower", props, false); //adam-end: occlusionMap = FindProperty ("_OcclusionMap", props); emissionColorForRendering = FindProperty ("_EmissionColor", props); emissionMap = FindProperty ("_EmissionMap", props); detailMask = FindProperty ("_DetailMask", props); detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props); detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props); detailNormalMap = FindProperty ("_DetailNormalMap", props); uvSetSecondary = FindProperty ("_UVSec", props); } public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props) { FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly m_MaterialEditor = materialEditor; Material material = materialEditor.target as Material; //adam-begin: Pass props ShaderPropertiesGUI (material, props); //adam-end: // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing // material to a standard shader. if (m_FirstTimeApply) { MaterialChanged(material, m_WorkflowMode); m_FirstTimeApply = false; } } //adam-begin: Pass props public void ShaderPropertiesGUI (Material material, MaterialProperty[] props) //adam-end: { // Use default labelWidth EditorGUIUtility.labelWidth = 0f; // Detect any changes to the material EditorGUI.BeginChangeCheck(); { BlendModePopup(); // Primary properties GUILayout.Label (Styles.primaryMapsText, EditorStyles.boldLabel); DoAlbedoArea(material); DoSpecularMetallicArea(); m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); //adam-begin: always show occlusion strength. show extra slider for VAO power m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionStrength); if(vertexOcclusionPower != null) m_MaterialEditor.ShaderProperty(vertexOcclusionPower, "Vertex Occlusion Power"); //adam-end: DoEmissionArea(material); m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); EditorGUI.BeginChangeCheck(); m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); if (EditorGUI.EndChangeCheck()) emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake EditorGUILayout.Space(); // Secondary properties GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); //adam-begin: Custom Stuff DoCustomPlaneReflection(material, m_MaterialEditor, props); //adam-end: } if (EditorGUI.EndChangeCheck()) { foreach (var obj in blendMode.targets) MaterialChanged((Material)obj, m_WorkflowMode); } } //adam-begin: Custom Stuff static void DoCustomPlaneReflection(Material material, MaterialEditor materialEditor, MaterialProperty[] props) { if(FindProperty("_PlaneReflectionBumpScale", props, false) == null) return; EditorGUILayout.Space(); GUILayout.Label ("Plane Reflection Stuff", EditorStyles.boldLabel); ImmediateProperty("_PlaneReflectionIntensityScale", materialEditor, props); ImmediateProperty("_PlaneReflectionBumpScale", materialEditor, props); ImmediateProperty("_PlaneReflectionBumpClamp", materialEditor, props); } static void ImmediateProperty(string name, MaterialEditor materialEditor, MaterialProperty[] props) { var p = FindProperty(name, props, false); if(p != null) materialEditor.ShaderProperty(p, p.displayName); } //adam-end: internal void DetermineWorkflow(MaterialProperty[] props) { if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) m_WorkflowMode = WorkflowMode.Specular; else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) m_WorkflowMode = WorkflowMode.Metallic; else m_WorkflowMode = WorkflowMode.Dielectric; } public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) { // _Emission property is lost after assigning Standard shader to the material // thus transfer it before assigning the new shader if (material.HasProperty("_Emission")) { material.SetColor("_EmissionColor", material.GetColor("_Emission")); } base.AssignNewShaderToMaterial(material, oldShader, newShader); if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) return; BlendMode blendMode = BlendMode.Opaque; if (oldShader.name.Contains("/Transparent/Cutout/")) { blendMode = BlendMode.Cutout; } else if (oldShader.name.Contains("/Transparent/")) { // NOTE: legacy shaders did not provide physically based transparency // therefore Fade mode blendMode = BlendMode.Fade; } material.SetFloat("_Mode", (float)blendMode); DetermineWorkflow( MaterialEditor.GetMaterialProperties (new Material[] { material }) ); MaterialChanged(material, m_WorkflowMode); } void BlendModePopup() { EditorGUI.showMixedValue = blendMode.hasMixedValue; var mode = (BlendMode)blendMode.floatValue; EditorGUI.BeginChangeCheck(); mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); if (EditorGUI.EndChangeCheck()) { m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); blendMode.floatValue = (float)mode; } EditorGUI.showMixedValue = false; } void DoAlbedoArea(Material material) { m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) { m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel+1); } } void DoEmissionArea(Material material) { bool showHelpBox = !HasValidEmissiveKeyword(material); bool hadEmissionTexture = emissionMap.textureValue != null; // Texture and HDR color controls m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); // If texture was assigned and color was black set color to white float brightness = emissionColorForRendering.colorValue.maxColorComponent; if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) emissionColorForRendering.colorValue = Color.white; // Emission for GI? m_MaterialEditor.LightmapEmissionProperty (MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); if (showHelpBox) { EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); } } void DoSpecularMetallicArea() { bool hasGlossMap = false; if (m_WorkflowMode == WorkflowMode.Specular) { hasGlossMap = specularMap.textureValue != null; m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor); } else if (m_WorkflowMode == WorkflowMode.Metallic) { hasGlossMap = metallicMap.textureValue != null; m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); } bool showSmoothnessScale = hasGlossMap; if (smoothnessMapChannel != null) { int smoothnessChannel = (int) smoothnessMapChannel.floatValue; if (smoothnessChannel == (int) SmoothnessMapChannel.AlbedoAlpha) showSmoothnessScale = true; } int indentation = 2; // align with labels of texture properties m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); ++indentation; if (smoothnessMapChannel != null) m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); } public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) { switch (blendMode) { case BlendMode.Opaque: material.SetOverrideTag("RenderType", ""); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = -1; break; case BlendMode.Cutout: material.SetOverrideTag("RenderType", "TransparentCutout"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; break; case BlendMode.Fade: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Transparent: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; } } static SmoothnessMapChannel GetSmoothnessMapChannel(Material material) { int ch = (int) material.GetFloat("_SmoothnessTextureChannel"); if (ch == (int) SmoothnessMapChannel.AlbedoAlpha) return SmoothnessMapChannel.AlbedoAlpha; else return SmoothnessMapChannel.SpecularMetallicAlpha; } static bool ShouldEmissionBeEnabled(Material mat, Color color) { var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; } static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) { // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation // (MaterialProperty value might come from renderer material property block) SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap")); if (workflowMode == WorkflowMode.Specular) SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap")); else if (workflowMode == WorkflowMode.Metallic) SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap")); SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap")); SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap")); bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material, material.GetColor("_EmissionColor")); SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled); if (material.HasProperty("_SmoothnessTextureChannel")) { SetKeyword (material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); } // Setup lightmap emissive flags MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags; if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) { flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; if (!shouldEmissionBeEnabled) flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; material.globalIlluminationFlags = flags; } } bool HasValidEmissiveKeyword (Material material) { // Material animation might be out of sync with the material keyword. // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) return false; else return true; } static void MaterialChanged(Material material, WorkflowMode workflowMode) { SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); SetMaterialKeywords(material, workflowMode); } static void SetKeyword(Material m, string keyword, bool state) { if (state) m.EnableKeyword (keyword); else m.DisableKeyword (keyword); } }